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Ticket System Issues

Dear Players, we are experiencing technical difficulties with the ticket system, tickets may take longer to respond. Thanks for your patience.

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Overview: The Tattoo System shares the same panel as Equipment and Dragon Soul. Tattooing offers attributes.

Activate Tattoo

Tattoo Slots unlock as Class Advancement Level increases. There are a total of 8 Tattoo Slots.

One kind of special effect will be activated after a tattoo attribute is added to a corresponding Tattoo Slot. Tattooing will increase bonuses for one attribute but decrease bonuses for another.

Tattoo Cleansing

Tattoo or Expert Tattoo to increase attribute bonus. When tattoo attributes reach the maximum amount, only attribute types will be changed if tattooing is continued. Players may then Expert Tattoo to further improve attributes.

After Tattoo Cleansing, new tattoos with new attributes will replace the old ones. See below:

Henna

There is also Henna and Advanced Henna. Henna can be obtained from the Henna Lab and Advanced Henna from various events. Use Henna to slightly improve tattoo attributes and use Advanced Henna to greatly improve tattoo attributes.

5 Tattoo Types

Strengthâ€”>Adv. Strength

Defenseâ€”>Adv. Defense

Intellectâ€”>Adv. Intellect

Enduranceâ€”>Adv. Endurance

Charismaâ€”>Adv. Charisma

Tattoo Types can be divided into Strength, Defense, Intellect, Endurance and Charisma Tattooing. Use Advanced Henna to Expert Tattoo and get a random tattoo type.

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Participation: Players may click the event icon at the top right of the screen to participate.Event Time: All dayRequirement: The event icon will be available for players who have completed Class Advancement.

Rules

Click the event icon to enter "My Lab"

Each player may construct up to 3 Labs (including Primary Lab, Advanced Lab and Expert Lab) at the same time. The more advanced the Lab, the more rewards players may get.

Players may remove an existing Lab to build a new one. A Lab's total yield depends on how long it has been built.

Players may raid other player's Labs for extra rewards, up to 5 raid attempts per day.

Raid Rules

Click "Raid" in "My Lab" to raid another player's lab.

3 raid targets will appear in the raid list. Players may view targets' info and see how much yield they may get by raiding the targets.

A player will obtain at least one of the targets' resources for each successful raid.

The system will refresh raid targets every 2 hours. Players may also spend Gold to refresh raid targets; 200,000 Gold each time.

Each Lab may be raided up to 3 times.

Event Panels

The screenshots are merely used as reference. For real panel parameters, please log in to the game to see.

Event Icons (the number in icon stands for remaining raid attempt in a day)

Construct Labs

Move your mouse over a Lab to view its type, required research time and expected yields.

Lab Log: Find out who has raided you and who you have raided here.

Raid Panel

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Dealer:
One player will be randomly selected as the dealer during the first round. For each following round, as long as no one leaves and no new players join, the player directly clockwise from the previous dealer will become the new dealer. If someone leaves or joins, the system will randomly pick the dealer again.
Note: Players in a poker game act in turn, in clockwise rotation.

Small Blind:
The player one seat to the left of the dealer makes the small blind. After the cards are dealt, the system will automatically help this player place the small blind (half of the minimum bet).

Big Blind:
The player two seats to the left of the dealer makes the big blind. After the cards are dealt, the system will automatically help this player place the big blind (the minimum bet).

Dealing Cards:
Starting from the small blind, cards are dealt clockwise. Each player will get a card when itâ€™s their turn until all players have 2 cards, these are called "hole cards."

Burn Cards:
A burn card is a playing card dealt from the top of a deck and discarded (burned) unused by the players.

Hole Cards:
The first two cards dealt facedown during the first round are called hole cards as the holder is not obligated to reveal them before the showdown.

Community Cards:
Community Cards are the five playing cards dealt face up that can be used by all the players to complete their hand.

Open:
The act of making the first voluntary bet in a betting round is called opening the round. A player may bet a certain amount of Chips to open the round.

Call:
To call is to place a bet equal to the preceding bettorâ€™s. If the previous player did not open the round, then the next player who makes a bet will be called opening the round instead of "calling." Players can see how much they can call but they cannot adjust the amount. If a player does not have enough Chips to call, then s/he can only go all-in.

Fold:
To fold is to discard one's hand and forfeit interest in the current pot.

Check:
If no one has yet opened the betting round, a player may pass or check. Players can only check when they don't have to call, such as in situations where all previous players choose to check or fold. Players may not check during the opening round.

Raise:
To raise is to increase the bet amount required to stay in the pot. If the current bet amount is nothing, this action is considered the opening bet instead of a "raise." If a player has more Chips than the required call amount, but the player does not have enough Chips to cover the minimum raise amount, then the player cannot raise but can go "all-in."

All-in:
When a player goes all-in, they bet all their Chips during the betting round. When a player does not have enough Chips, he can bet all his remaining Chips to declare himself all-in. The player may now hold onto his cards for the remainder of the deal as if he has called every bet but may not win any more money from any player above the amount of his bet. If no opponents call the player's bet or raise, he wins the pot.

Side Pot:
After some one goes all-in, if multiple players remain in the game and the bet rises beyond the all-in's stake, the overage goes into a side pot. In the case of multiple all-in bets, multiple side pots can be created. Up to 5 Side Pots may be created. Only players who contribute to a side pot have the chance to win it.

Hand Strength:
Now player must evaluate their final hand. During the showdown phase, each player selects 5 cards out of the 7 (two hole cards in-hand + 5 community cards) to form their best hand. The player who has the best hand wins. Each player may use 2 hole cards + 3 community cards, or 1 hole card + 4 community cards to form their best hand. In situations where all players use the 5 community cards to form their best hand, all players will obtain an equal share of the bet in the pots (main pot + side pot). The final hand consists of 5 cards.

Chips

How to Obtain: Use Balens (Bound Balens excluded) to exchange for Chips, one Balen per Chip.

Exchange Limit: None

Expiration Time: None

Usage: Chips can only be used to play the game. They cannot be converted into other currency or used to exchange for items.

Dealing Process

Round 1:
Each player will get two cards that are dealt face down and not revealed until the showdown (only the player can see the two cards). When a player folds, they don't have to reveal their hand and will discard their hand face down into the pile of other discards.
After the cards are dealt, the system will automatically make a blind bet for players: the player after the dealer (clockwise) blinds about half of what would be a normal bet, and the next player blinds what would be a whole bet. The player after the big blind (clockwise) may call, raise or fold. When all players bet the same amount, the current round ends. (Players who do not have enough Chips should go all-in in order to remain in the game.)

Round 2:
The third community card will be dealt and the second round of betting begins.
Starting with the player in the small blind, players (including the small blind player) may call, raise or fold. When all players bet the same amount of Balens, the round ends (players who do not have enough Balens should go all-in in order to remain in the game).

Round 3:
The fourth community card will be dealt and the third round of betting begins.
Starting with the payer in the small blind, players (including the small blind player) may call, raise or fold. When all players bet the same amount of Balens, the round ends. (Players who do not have enough Chips should go all-in in order to remain in the game.)

Round 4:
The fifth community card will be dealt and the fourth round of betting begins.
Starting with the payer in the small blind, players (including the small blind player) may call, raise or fold. When all players bet the same amount of Balens, the round ends. (Players who do not have enough Chips should go all-in in order to remain in the game.)
Compare Cards
Allocate Pots

Ante Rules

The player to the left of the big blind bets first at the beginning of each round. Other players act in turn, in a clockwise rotation. Each player has 15 seconds to wager. When the time ends and the player has not made a decision, s/he will automatically "Check/Fold."

During the period when a player (let's call him Tim) is waiting for his turn, he may:

"Check": When checking, Tim declines to make a bet. Tim may check when the player before him bets the same amount as his previous bet. Otherwise, Tim will need to call or raise.

"Check"/"Fold": When it is Tim's turn to act, if the player before him bets the same amount as his previous bet, then Tim will check. Otherwise, Tim will fold.

"Call any": Tim will call no matter how much the player before him bet. When Tim does not have enough Chips, he will go "all-in."

"All-in": Tim will go "all-in" despite how much the previous player has bet.

When it is Tim's turn to act, he may:

"Check": Until the first bet is made, Tim will check (not place a bet) but will keep his cards and retain the right to call or raise later in the same round.

"Call": Tim will match a bet or match a raise. If Tim does not have enough to do so, he has to go "all-in" or fold.

Raise: Tim will increase the size of the bet (Balens) required to stay in the pot.

Fold: Tim will fold, which means he will drop out of the hand, losing any bets he has already made.

Victory & Failure

Evaluating a hand: Players may use their two hole cards and the five community cards to complete their hand and then compare their hand with other players.

Evaluating hand strength:

Royal Flush > Four of a Kind > Full House > Flush > Straight > Three of a Kind > Two Pair > Pair > High Card

The player who has the strongest hand wins. If all players' hand strength is the same, then whoever has the strongest card in his/her hand wins. If the strongest card in everybody's hand is the same, then whoever's hand contains the second strongest card wins.

In a draw, all winners share an equal amount of the Chips in the Pot.

Participation

Event Entry: Click the event icon to join.The event icon will only appear when the event is available.

Level Requirement: Character Level â‰¥6

Match Rule: The system will randomly match 2-6 players to join a game. Spectating is not allowed.

Players may send default messages and emoticons provided by the system but they cannot type their own messages.

If a player loses connection during the game, s/he will automatically fold.

Pot Distribution Rules

Pot Distribution

The total amount of Chips players bet go into the Pot. There are two ways to win the Pot:

All players show their cards during the showdown. The player who has the strongest hand wins the Pot. (If players' hand strengths are the same, they will share the Pot.)

When all other players fold, the player who remains at the end of the round wins the Pot. The Pot may consist of the Main Pot and Side Pots. Each player may have a different amount of Chips than other players. When a player does not have enough to call, he may bet the remainder of his stake and declare himself all-in. To be fair, the bet beyond the all-in's stake goes into a Side Pot. A player who goes "all-in" effectively caps the main pot and is not entitled to win any amount over his/her total stake. Only the players who have contributed to the side pot have the chance to win from it.

The Chips in the Pot will be distributed after the showdown. The player who has the strongest hand wins the Main Pot and the Side Pot(s), if the player also contributed to the Side Pot(s). Otherwise, all other players will count their hands again to see how the Chips in the Side Pot(s) will be distributed. If two (or more) players' hand strength is the same, they will share the Pot equally.

Point Rules

Texas Holdâ€™em Points:

Point Charge: 20% (Numbers less than 1 will be rounded up to 1.)

The system will charge Points from Pots that 2 or more players have made contributions to.

The remaining Chips after the point charge will be distributed to players accordingly.

Point Reward:

Point Reward for each round: Points the system charge x 10

Point Distribution: Points will be distributed to players according to the percentage of points each player has contributed. Namely, points a player has received: The player's contributed point percentage x the points the system charges x 10

Example: When someone goes all-in, a Side Pot may be created. Players may only get Chips from the side pot they have contributed to. See the example below:

One Main Pot and three Side Pots are created during the game:

Creation of Side Pot 1:
B doesn't have enough stakes to match a bet or raise, so B goes all-in. Bets made by other players that are over B's all-in amount go into Side Pot 1.
B has only contributed to the Main Pot so B is not entitled to win any amount from the Side Pot. If B wins the current round, B will obtain all the Chips in the Main Pot. (20% of the Chips will be charged and converted into Points and distributed to each player according to their contribution percentage.) Other Side Pot(s) will be distributed among other players who have contributed to them accordingly.

Creation of Side Pot 2:
E doesn't have enough stakes to match a bet or raise, so E goes all-in. Bets made by other players that are over E's all-in amount go into Side Pot 2.
E has only contributed to the Main Pot and Side Pot 1, so E may only win from these 2 pots. If E wins the current round, E will obtain Chips from the Main Pot and Side Pot 1. (20% of the Chips will be charged and converted into Points and distributed to each player according to their contributing percentage.) Other Side Pot(s) will be distributed among other players who have contributed to them accordingly.

Creation of Side Pot 3:
F doesn't have enough stakes to match a bet or raise, so F goes all-in. Bets made by other players that are over F's all-in amount go into Side Pot 3.
F has contributed to Main Pot, Side Pot 1 and Side Pot 2, so F may win from all three Pots but F cannot win any amount from Side Pot 3. If F wins the current round, F will obtain Chips from the Main Pot, Side Pot 1 and Side Pot 2. (20% of the Chips will be charged and converted into Points and distributed to each player according to their contributing percentage.)
Among all the players, only A has contributed to Side Pot 3, so all Chips in Side Pot 3 will go to A (No Chips will be charged in this case).

A contributes to all of the Side Pots, so he may win Chips from any of the Side Pots. If A wins the current round, he will obtain all of the Chips in the Main Pot, Side Pot 1 and Side Pot 2 (20% of the Chips will be charged).

Points:

Valid Bet Amount in the Pot x20% (Points will be rounded up and charged first).

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Comment

Level Requirement: Lvl. 70+ players can exchange the items required for Frost Panther Lord with God Timo.How to use Frost Panther Lord: Open the Eudaemon panel and click â€œDeployâ€ to send the Eudaemon into battle with the character.Eudaemon Growth: Eudaemon Upgrade, Equipment Upgrade, Skill Upgrade

Eudaemon Traits
Frost Panther Lords have High PATK and low MDEF, and they have the special abilities to reflect damage at enemies and increase healing effects received. Plus, attack range is larger when compared with other Eudaemons.

Skills

Passive 1 - Tit for Tat: Chance to reflect a certain amount of damage when being attacked.

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Comment

The VIP System and Spirit Covenant have had some adjustments made to them this version. Players will enjoy more benefits and greater game play from the update.

VIP System:
Convert Master: Use this to get a discount when converting gems, crystals, diamonds, etc. in the Blacksmith. VIP level decides the discount. The higher the VIP level the greater the discount.

Spirit Covenant

BOSS Attack: When the feature is activated, players who were defeated will automatically return and enter battle with the BOSS after reviving.

Auto-farm: One click to collect all harvests/repel insects/weed in the farm, and one click to feed/calm animals and collect output.

Skill Master: Use this to reset Talent and Skill Points for free.

Monster Radar: Click this icon to locate a BOSS in the Wilds. If the BOSS is dead, then the icon will turn grey and the feature will be disabled.

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Fixed an issue where players were not able to check another player's information if the player was in another server.

Fixed an issue in which players were not able to view 'tips' when the icon of an item wasn't fully loaded.

Optimized the loading of monster resources.

Added more consumable items to the Shop.

Optimized the way Circuit Quest rewards are displayed.

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Comment

So with all of this new **** being done to the game, are you going to FIX the LAG or is it going to get worse? It's getting so after 5 minutes I have refresh because the lag is horrendous!! Instead of changing everything and adding useless stuff, listen to us and FIX WHAT IS ALREADY WRONG WITH THE GAME!!!!!!!!!